Search found 369 matches

by mmmPI
Wed Jan 22, 2020 5:24 pm
Forum: Gameplay Help
Topic: Circuit networks reads unreliably from train content
Replies: 12
Views: 214

Re: Circuit networks reads unreliably from train content

They should really consider removing the automatic scheduling requirement. Makes things a tad fragile. When a train is parked at a station that is connected to a circiuit wire, you can "read train ID". This mechanism allow to detect only train that are from automatic schedule. I guess you can then ...
by mmmPI
Mon Jan 20, 2020 6:15 pm
Forum: Gameplay Help
Topic: Clarification of fluid mechanics
Replies: 5
Views: 125

Re: Clarification of fluid mechanics

If you upgrade your factory and end up with temporary imbalance, then you don't have much choice, some machine will not be running continuously, either being full, or not receiving input. You can store some fluids in tanks to prevent the overflow and have a reserve to prevent starving machine this w...
by mmmPI
Mon Jan 20, 2020 5:51 pm
Forum: Gameplay Help
Topic: Circuit networks reads unreliably from train content
Replies: 12
Views: 214

Re: Circuit networks reads unreliably from train content

This is especially true if you just dropped a brand new train on the track - it will start filling but it won't stop. It may also be that the train is not detected by the station, missing a pixel while driving manually or adding a brand new trains could let the train seemingly on the station, but t...
by mmmPI
Sun Jan 19, 2020 7:21 pm
Forum: Off topic
Topic: Songs to Factorioize by
Replies: 31
Views: 13241

Re: Songs to Factorioize by

This one to me feels so peaceful, when you need to think about the long term planning, and let your mind travels : https://www.youtube.com/watch?v=89N_ip3N_Io Found it on a mix by the guy who also made this one : https://soundcloud.com/boltingbits/mixedby-dave-allison , funk disco house whatever the...
by mmmPI
Sun Jan 05, 2020 10:04 am
Forum: Ideas and Suggestions
Topic: Train Station dots should show whether the station is enabled
Replies: 6
Views: 157

Re: Train Station dots should show whether the station is enabled

The white dot turning red, on top of the name when station is disabled, would be a nice touch indeed.
by mmmPI
Sun Jan 05, 2020 1:44 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 198
Views: 16980

Re: Friday Facts #320 - Color correction

Why become bluer at night when things get redder as the sun goes down? I thought this was just a visual convention for movie making. To make night be blue not dark so you can see something, but you know it's supposed to be dark. ( afaik some of the night scene are filmed during the day and colorize...
by mmmPI
Fri Dec 13, 2019 6:48 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1060
Views: 138771

Re: Simple Questions and Short Answers

Thanks. I’ll give that a try next time I’m in game. I know they prefer shortest path but in a situation where they are blocked, I figured it would look for alt routes. If it is going to cause frequent bottlenecks I might just try and squeeze a second line in. proposed.jpg You can also replace the c...
by mmmPI
Sun Dec 01, 2019 8:34 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1060
Views: 138771

Re: Simple Questions and Short Answers

Ah, that was a pilot error. I forgot there was a separate command for zoom into world, in a separate section of the controls. I had forgotten to bind a key for that. you can bind both to mouse3 and use the wheel in world view and map view i think i set up long time ago. When you don't use qwerty ke...
by mmmPI
Sun Dec 01, 2019 8:19 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1060
Views: 138771

Re: Simple Questions and Short Answers

My latest mod additions are Orbital Ion Cannon, The Fat Controller, Air Filtering, Noxy's Waterfill, Dectorio, Bio Industries, and Robot Army. Are any of these known to be problematic? I would try those in this order Orbital Ion Cannon, The Fat Controller, , Fat Controller has a remote view options...
by mmmPI
Sun Dec 01, 2019 8:07 pm
Forum: Gameplay Help
Topic: First attempt on a megabase - train design
Replies: 4
Views: 377

Re: First attempt on a megabase - train design

The first question I was pondering about was how large should I make the trains. First I did some math. Apparantely, three staple inserters with their maximum capacity are capable to fill up a blue belt completely. Of course, if I start to load and unload from trains I'll have times in which no tra...
by mmmPI
Thu Nov 28, 2019 5:05 pm
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 93
Views: 6253

Re: Removing fluid temperature - thoughts?

P.S. Steamtorio: Factorio but everything is powered with steam. I could change electricity to steam fluidboxes no problem, just for fun. Each requiring some temperature mix. ... but how to measure/automate???? Using this : https://mods.factorio.com/mod/FactorIO ! There is a sensor for fluid tempera...
by mmmPI
Mon Nov 25, 2019 11:06 pm
Forum: Gameplay Help
Topic: Railway waiting area
Replies: 35
Views: 1562

Re: Railway waiting area

So, are diagonal tracks bad for UPS or not ? (You wouldn't use such a huge stacker in a normal base...) Or are they required for his design due to pathfinding costs ? I have heard diagonal tracks are "worse" than straight tracks for "performance", I am not sure it has to do with UPS, i thought it h...
by mmmPI
Sat Nov 23, 2019 2:46 pm
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 51
Views: 2287

Re: 0.17.xx optimizing base for ups

As mentioned earlier, the waypoints need not be generated eagerly. You have 50 stations named defense, but you're only going to one of them at a time, so you only need one set of waypoints generated. Ok you arrive at this 1 station, and also let say the waypoints are existent for the way back. But ...
by mmmPI
Fri Nov 22, 2019 2:00 pm
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 51
Views: 2287

Re: 0.17.xx optimizing base for ups

It's not, generating the waypoints is going to be roughly as expensive as a full pathfinding run. The reason it works is that you remember those waypoints for next time, and continue reusing them until the rail network changes. Except you generate waypoints for all possible path everytime you add a...
by mmmPI
Fri Nov 22, 2019 12:50 am
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 70
Views: 10027

Re: Friday Facts #321 - Countdown

Still... using up 17 years for some prototype doesn't sound exactly like time well-spent :shock: I admit it sounds a lot of time. But, i can imagine for a new cheese receipe that you make you will need to wait for the ripening, and only after you will know if the new ingredient was a good idea or n...
by mmmPI
Thu Nov 21, 2019 10:39 pm
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 70
Views: 10027

Re: Friday Facts #321 - Countdown

Not sure I'm reading that right, I read it as, my prototype from 20 years ago is still running, i was 17 years into the testing when some crappy version of a similar thing went on the market, winning prizes and money, before it appears that it was buggy and unstable on the long run ( because not en...
by mmmPI
Thu Nov 21, 2019 9:49 pm
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 51
Views: 2287

Re: 0.17.xx optimizing base for ups

I'm not sure I understand the question. Factorio already has a pathfinder it can use to reach the waypoints along the way to the final destination, there's no reason it can't use the same pathfinder for the waypoints instead of the final destination. If you're asking what's the best way to generate...
by mmmPI
Sun Nov 17, 2019 5:33 pm
Forum: Minor issues
Topic: [0.17.74] Fully compressed belt decompresses
Replies: 7
Views: 645

Re: [0.17.74] Fully compressed belt decompresses

That's like when you tell the doctor " it hurts when i do this" and the doctor answer " then don't do it". I was just suggesting alternative design in case this is considered minor problem. The designs that relies on fully compressed belts at all time from experience can create problems, when you ha...
by mmmPI
Sun Nov 17, 2019 4:46 pm
Forum: General discussion
Topic: My number 1 lesson from my first game
Replies: 6
Views: 982

Re: My number 1 lesson from my first game

It was very annoying to realise i failed to leave enough room to build things when i started to play. Now i enjoy the challenge of trying to compact things for atleast 3 different reasons : 1) i see my failure to plan as opportunity to practice compression ! 2) I came to appreciate the look of thing...
by mmmPI
Sun Nov 17, 2019 4:19 pm
Forum: Minor issues
Topic: [0.17.74] Fully compressed belt decompresses
Replies: 7
Views: 645

Re: [0.17.74] Fully compressed belt decompresses

You can prevent the copper plate to jump on the iron plate lane if you replace couple belts from the vertical iron one with an undergound belt so that the exit is next to the splitter. Or you can use 'side loading' for compression instead of splitters. It doesn't answer "why" the belts decompress, i...

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